Shader "Unlit/OwnTransparent"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _CutoffNum("CutoffNum",Range(0,1)) = 0.5
        _AlphaNum("AlphaNum",Range(0,1)) = 0.2
    }
    SubShader
    {
        Tags
        {
            "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"
        }
        LOD 100

        Pass
        {
            Cull Front
//            Tags{ "LightMode" = "ForwardBase" }
            Tags{ "LightMode" = "ForwardAdd" }
            ZWrite Off
            Blend One OneMinusSrcAlpha
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fog
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed _CutoffNum;
            fixed _AlphaNum;

            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.uv);
                clip(col.a - _CutoffNum);
                return fixed4(col.r, col.g, col.b, col.a - _AlphaNum);
            }
            ENDCG
        }

        Pass
        {
            Cull Back
            Tags{ "LightMode" = "ForwardBase" }
            ZWrite Off
            Blend One OneMinusSrcAlpha
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fog
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed _CutoffNum;
            fixed _AlphaNum;

            v2f vert(appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.uv);
                clip(col.a - _CutoffNum);
                return fixed4(col.r, col.g, col.b, col.a - _AlphaNum);
            }
            ENDCG
        }
    }
}